Asset check
Drop a model, texture or sound here to find out whether the engine will accept it, and to see how it actually renders — before you send it to anyone.
This runs entirely in your browser. The file is read locally to identify it and draw the preview — it is not uploaded anywhere, and nothing is stored.
What it checks
Every check reads the contents of the file, never its name. Renaming a
Blockbench project to .blockymodel does not make it one, and that mistake has
already cost this project a finished rod — so it is the first thing this catches.
| Kind | Accepted | What gets checked |
|---|---|---|
| Model | .blockymodel |
Parsed as a node tree, then rendered. Box and quad shapes, node positions and quaternion orientations are all applied, so what you see is the assembled model rather than a parts pile. Hidden shapes and unrecognised shape types are reported. |
| Texture / icon | .png |
Dimensions, bit depth and colour type. Warns on non power-of-two sizes, anything over 512 px, and non-square images. JPEG is rejected outright — no alpha, and its compression smears pixel art. |
| Sound | .ogg |
Vorbis stream, channel count and sample rate, with playback so you can hear it. Warns on stereo, because a positional effect in stereo will not pan correctly. |
A Blockbench .bbmodel is recognised and still previewed, but it
is reported as an error rather than a pass: it is a project file, not something the engine
can load. Export .blockymodel and check that instead. Wavefront
.obj and zip archives are rejected for the same reason.